Computers as theatre
The perceptual structure of multidimensional input device selection
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A design method for “whole-hand” human-computer interaction
ACM Transactions on Information Systems (TOIS)
IEEE Computer Graphics and Applications
Of mice and monkeys: a specialized input device for virtual body animation
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Programmable bricks: toys to think with
IBM Systems Journal
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
When the interface is a talking dinosaur: learning across media with ActiMates Barney
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sympathetic interfaces: using a plush toy to direct synthetic characters
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
First Person: New Media as Story, Performance, and Game
First Person: New Media as Story, Performance, and Game
Emerging frameworks for tangible user interfaces
IBM Systems Journal
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Proceedings of the 2nd International Conference on Fun and Games
Experiments in the use of game technology for pre-visualization
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Recognizing self in puppet controlled virtual avatars
Proceedings of the 3rd International Conference on Fun and Games
Engaging spect-actors with multimodal digital puppetry
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Tangible navigation and object manipulation in virtual environments
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
I'm in the game: embodied puppet interface improves avatar control
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
RTFX: on-set previs with unrealengine3
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
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Emergent game formats, such as machinima, that use game worlds as expressive 3D performance spaces have new expressive powers with an increase of the quality of their underlying graphic and animation systems. Nevertheless, they still lack intuitive control mechanisms. Set direction and acting are limited by tools that were designed to create and play video games rather than produce expressive performance pieces. These tools do a poor job of capturing the performative expression that characterizes more mature media such as film. Tangible interfaces can help open up the game systems for more intuitive character control needed for a greater level of expression in the digital real-time world. The TUI3D project (Tangible User Interfaces for Real-Time 3D) addresses production and performative challenges involved in creating machinima through the development of tangible interfaces for controlling 3D virtual actors and environments in real-time. In this paper, we present the design and implementation of a tangible puppet prototype for virtual character control in the Unreal game engine and discuss initial user feedback.